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Author Topic: Dav, please get a play testing feature in  (Read 3228 times)

LollipopTopic starter

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Dav, please get a play testing feature in
« on: 2 Apr 2016, 09:02 (5 years and 8 months ago) »
Ved is amazing. It can do everything the in-game editor can AND more.

But I don't use it. Why?

Because if I were to make changes, I would have to save the file, then I would have to open up VVVVVV and playtest it.

That takes time.

So PLEASE think about adding a play testing feature soon

Ally 🌠

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Re: Dav, please get a play testing feature in
« Reply #1 on: 2 Apr 2016, 09:08 (5 years and 8 months ago) »
or
open the level in VVVVVV
edit in ved
save
press L in VVVVVV
Press enter
use arrow keys
tada

LollipopTopic starter

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Re: Dav, please get a play testing feature in
« Reply #2 on: 2 Apr 2016, 09:12 (5 years and 8 months ago) »
too lazy

i'll just use the in-game editor

it doesnt suck

so i'll use it

Ally 🌠

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Re: Dav, please get a play testing feature in
« Reply #3 on: 2 Apr 2016, 09:17 (5 years and 8 months ago) »
dav post in 3-2-1


hahahhahahhahahahahaha

Dav999

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Re: Dav, please get a play testing feature in
« Reply #4 on: 2 Apr 2016, 10:03 (5 years and 8 months ago) »
As much as I'd want to build in a playtesting feature, it'd be really hard to do because I'd need to recreate VVVVVV's physics accurately.

However, for a very long time I've been planning to add a button in Ved so you can set your save for a level wherever you want, so you can go to the levels list in VVVVVV and then load your level, continuing from that save.

As for recreating VVVVVV's physics accurately:

What is Viridian's exact speed when he walks? How fast does he accelerate to that speed when you start moving, and how fast does he stop? What about his falling speed? How fast do platforms and enemies move? How fast do conveyor belts speed up/slow down Viridian? How to recreate the internal scripting bugs that are widely used? How to recreate gravity line and platform glitches (flip enough times close to a horizontal gravity line and you'll go right through it, and you can get stuck in platforms while they're turning around if there are platform bounds)? Warp lines on the sides of a room occasionally fail to work as well, how to recreate that? How to recreate some of the coordinate-specific things that are hardcoded in VVVVVV, like the disappearing platform that blocks a moving one trick in certain rooms, or the large enemies that can be used in specific rooms? Needing to recreate all the entities, gamestates, et cetera?

All of that without having the VVVVVV source code. Clone one thing inaccurately, and levels that work fine in Ved are unplayable in VVVVVV, or the other way around. I also don't know how Terry would feel about a clone of his game.

I'm thinking that maybe I could make a very basic inaccurate partial clone that basically only allows you to move around (again, inaccurately with regards to actual VVVVVV physics) and use certain scripting functionality to give you a general idea of how the level feels, but that probably wouldn't be good enough to replace actual VVVVVV for testing.

We could ask Terry to create a special edition of VVVVVV that skips the loading screen and the main menu, which can be run from the command line (and from Ved) that allows you to specify the level name and the position to start playing at through command line arguments? That would be interesting to have as a Ved plugin.

LollipopTopic starter

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Re: Dav, please get a play testing feature in
« Reply #5 on: 2 Apr 2016, 10:05 (5 years and 8 months ago) »
well you could use VVVVVV Make and Play, which is free.

I don't think Terry will mind too much if you take code from it

Dav999

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Re: Dav, please get a play testing feature in
« Reply #6 on: 2 Apr 2016, 10:10 (5 years and 8 months ago) »
well you could use VVVVVV Make and Play, which is free.

I don't think Terry will mind too much if you take code from it
I'm not THAT good at assembly language. :P It's compiled, and the source code isn't available as of this point.

If we want a VVVVVV M&P without the loading screen and menu, that basically allows you to start playtesting via the command line, we need to ask Terry.

allison

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Re: Dav, please get a play testing feature in
« Reply #7 on: 2 Apr 2016, 15:55 (5 years and 8 months ago) »
Warp lines on the sides of a room occasionally fail to work as well, how to recreate that?
This was fixed in 2.2 IIRC. The rest of these would be borderline impossible without source code though.

Command line M&P would probably be the best way to go about it if we can make it happen.

som1sezhi

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Re: Dav, please get a play testing feature in
« Reply #8 on: 3 Apr 2016, 08:50 (5 years and 8 months ago) »
What is Viridian's exact speed when he walks? How fast does he accelerate to that speed when you start moving, and how fast does he stop? What about his falling speed?

some stuff pertaining to viridian's speed if you need

Hejmstel

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Re: Dav, please get a play testing feature in
« Reply #9 on: 3 Apr 2016, 09:13 (5 years and 8 months ago) »
Command line M&P would probably be the best way to go about it if we can make it happen.

this so much
it could prolly be viable since M&P is free anyway
though the only thing is is that he'd actually have to code it

Lollers will devour you

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Re: Dav, please get a play testing feature in
« Reply #10 on: 4 Apr 2016, 14:29 (5 years and 8 months ago) »
Command line M&P would probably be the best way to go about it if we can make it happen.

this so much
it could prolly be viable since M&P is free anyway
though the only thing is is that he'd actually have to code it
Or copy and paste  :blegh:

Ally 🌠

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Re: Dav, please get a play testing feature in
« Reply #11 on: 4 Apr 2016, 16:37 (5 years and 8 months ago) »
*facepalm*

Star

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Re: Dav, please get a play testing feature in
« Reply #12 on: 5 Apr 2016, 07:43 (5 years and 8 months ago) »
Omega facepalm. Where are you going to get the code from? Only Terry knows the exact code, and it's WAY too difficult to go through the game and guess what coding if for here and there.

FIQ

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Re: Dav, please get a play testing feature in
« Reply #13 on: 14 Apr 2016, 23:56 (5 years and 7 months ago) »
It is worth mentioning that not even VVVVVV itself has consistent physics.

I remember playing a level and getting stuck on a challenge. After much groaning, it turns out that the puzzle was indeed impossible -- in 2.1. It worked fine in 2.0.

A similar issue exist in the 3DS version where a platform that isn't that hard to get to in one of the featured levels is a pixel perfect jump in the 3DS version.
« Last Edit: 14 Apr 2016, 23:59 by FIQ »